A preview version of the HUD. There will be minor changes for the space stages (catched trash, fuel,... we need to add them). We're still choosing the final color because,the color of factories won't be blue (very WIP!),so we need a good "contrast" between HUD and the gameplay part.

It looks good so far, but I've never liked a HUD that uses physical objects as the textures. Its a personal preference but I prefer either solid colors or basic textures. It just make everything feel more professional to me, I guess. Just my thoughts!

@opiop65@wesley.laferriereSo you think that this HUD is cool? You should know that the weapon/ammo/health screen and the mission briefing screen will have a CRT shader effect; and mission briefing screen and hiddens coins panel will be hide until you complete a mission or you get a coin.

@kparsI like him red too, but he reminds Super Meat Boy for most people.

And finally, we wanna show you one of our most loved characters: the robot that works at the gas station. It appears when the spaceship doesn’t land at the center of the platform, where the trash gate is. It can push or pull on the spaceship.

Did you observe carefully? The robots are moving in opposite directions. For the first robo, it should be walking to left so it's tires should rotate in anti clockwise. And the for the last robo, it is moving to right of screen so it's tires should rotate in clockwise direction. All others is well. Also nice textures.

As we said previously, there will be a connection between space stages and platform stages. This week we've worked in this connection element, the outside part of factories.

Currently we have aproximately 25 different pieces to "build" factories, including towers and chimneys. In the picture you can see an example of an "important" factory, because it's really big. In average situations, the factory size will be smaller.

Quite honestly, Minecraft's GUI is one of my favorites. Very basic and out of the way, and it has basic textures.

Soon, I'll show you a CRT shader effect on HUD monitors that I think it'd change your mind.

And about the game, we’ve included dynamic lights on platform stages (we'll include it on space stages too).

For dynamic lights we’re using box2dlights library that gives us the choice to add points of light, cones of light and directional light. Those lights are objects of type Light that we wrap in an actor (PointLightActor, ConeLightActor and DirectionalActor) and are added to the scenery as the same way as we add statics sprites or animated sprites using the editor.

• Point of light:

• Cone of light:

• Directional light:

In a future, we also want to include different ambient lights for different zones of the scenery. For these purpose we’ll use shaders and some kind of mesh in order to define the ambient light area.

@kpars We'll publish a new footage this week or next, be patient About the editor, in a future we expect to release the editor but not in short-term because it isn't user-friendly.

And about on what we've been working this week:

- The space stages minimap. It's almost done, but it need some improvements, like removing the elements that are destroyed for example.

- The whole HUD, with CRT shader effects and some cool stuff!

- New decorative elements for planets (flowers, bushes, lakes...)

- New enemies! We want to add a "spider" enemies with a basic behaviour. They're "easy" enemies individually and very dangerous in group, because they're smaller than the other enemies and you need to shoot them crouched. Here you are some sketches:

Here you can see the new lighting system, new weapons (the assault rifle and the shotgun), a new enemy (Spiderbot), a new colour scheme and the HUD. They are in a pre-alpha state, but you can get the idea. What do you think?

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org